at least it works for the ati
ok, so,it comes down to compatibility, erhh, since we have no error output of compilation errors its is kinda hard, i try to find something, i am using "render to texture" to store the high-pass filteres input, then i use a multi render to texture pass to create the blurring, which finally becomes the final output added together with the original input, vertex/fragment shaders are used in both shaders, i think i have to include a seperate output to get a hint what works and what does not work, but this will take some more time to set up though